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Journal : Indonesian Journal of Education Methods Development

Application of Ice Breaker to Improve Student Learning Outcomes in Elementary School PKN Lessons: Penerapan Ice Breaker Untuk Meningkatkan Hasil Belajar Siswa Pelajaran PKN Sekolah Dasar Yuyun Indah Wati; Bahak Udin
Indonesian Journal of Education Methods Development Vol. 13 (2021): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3452.694 KB) | DOI: 10.21070/ijemd.v13i.601

Abstract

The purpose of this study was to determine the effect of Ice Breaking to improve student learning outcomes in Civics lessons for second graders of SD Quality Krembung. This researcher uses quantitative research with experimental methods and uses a form of pre-experimental design type One-Shot Case Study. The population used as the object of research is the second grade students of SD Quality Krembung. The sampling technique used in this study is a saturated sampling technique. The sample used in this study were all second grade students of SD Quality Krembung, totaling 28 students. The instrument used in this research is posttest. From the results of the study, the lowest student posttest score was 64 and the highest student score was 96 so that their average score was 82.07. It can be concluded that Ice Breaking has an effect on student learning outcomes in Civics lessons for second grade students of SD Quality Krembung.
The Influence of the Application of Video Media on Learning Activities and Science Learning Outcomes for Grade 6 Elementary School Students: Pengaruh Penerapan Media Video terhadap Aktivitas Belajar dan Hasil Belajar IPA Siswa Kelas 6 Sekolah Dasar Karimah, Inayatul; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 17 No. 2 (2022): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (226.063 KB) | DOI: 10.21070/ijemd.v18i.644

Abstract

This study aims to determine the effect of the application of video media on learning activities and science learning outcomes for fourth grade students of MINU Kedungcangkring. The research method used is quantitative with a causal comparative research design which is tested in one class. The assessment instrument used is a statement in the form of multiple choice, totaling 10 questions to find out the answers of the respondents. The sample of this study was class IV at MINU Kedungcangkring with a total of 25 students. The sampling technique in this research is sampling. Data analysis used Anova simple linear regression test. Data analysis used a simple linear regression test through the IBM SPSS 24.0 application. The results of the study on the linear regression test of video media on learning activities showed that the significance value of 0.000 was smaller than the significant level of 0.05, on video media on learning outcomes of 0.285 and on learning activities on learning outcomes it had a value of 0.641 where the overall value was significant. > the significant level used is 0.05. Based on the results of this study, it can be concluded that there is an effect on the application of video media to learning activities but does not affect learning outcomes, learning activities and learning outcomes.
Snake and Ladder Game to Improve Students' Mastery of Arabic Vocabulary: Media Ular Tangga untuk Meningkatkan Penguasaan Mufrodat Bahasa Arab Siswa Pulangsih, Wiku; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i3.904

Abstract

General background: Vocabulary mastery is a key element in learning Arabic, as it supports students’ overall language skills and comprehension. Specific background: In many schools, including SMP Muhammadiyah 6 Krian, Arabic vocabulary learning is still dominated by conventional media such as textbooks and whiteboards, which often fail to stimulate student interest. Knowledge gap: Limited research has explored the integration of traditional games as structured learning media for Arabic vocabulary at the junior high school level. Aims: This study aims to develop a snake and ladder game as a learning medium to improve students’ mastery of Arabic vocabulary (mufrodat). Results: Using the Borg and Gall R&D model (9 stages), data were collected via observation, interviews, and questionnaires. The media validation score was 84.4%, language validation 100%, and material validation 85.7%, all categorized as highly feasible. Student response reached 90.4%, also in the highly feasible category. Novelty: The study transforms a familiar traditional game into a structured, curriculum-based Arabic learning medium. Implications: This media can be an engaging alternative to foster active learning and motivation in Arabic classes. Highlights : Combines traditional games with curriculum-based Arabic learning Achieves high validation scores from experts and students Offers engaging media to support active vocabulary learning Keywords : Arabic Vocabulary, Snake and Ladder, Learning Media, Junior High School, R&D Model
The Influence of the Application of Video Media on Learning Activities and Science Learning Outcomes for Grade 6 Elementary School Students: Pengaruh Penerapan Media Video terhadap Aktivitas Belajar dan Hasil Belajar IPA Siswa Kelas 6 Sekolah Dasar Karimah, Inayatul; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 17 No. 2 (2022): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v18i.644

Abstract

This study aims to determine the effect of the application of video media on learning activities and science learning outcomes for fourth grade students of MINU Kedungcangkring. The research method used is quantitative with a causal comparative research design which is tested in one class. The assessment instrument used is a statement in the form of multiple choice, totaling 10 questions to find out the answers of the respondents. The sample of this study was class IV at MINU Kedungcangkring with a total of 25 students. The sampling technique in this research is sampling. Data analysis used Anova simple linear regression test. Data analysis used a simple linear regression test through the IBM SPSS 24.0 application. The results of the study on the linear regression test of video media on learning activities showed that the significance value of 0.000 was smaller than the significant level of 0.05, on video media on learning outcomes of 0.285 and on learning activities on learning outcomes it had a value of 0.641 where the overall value was significant. > the significant level used is 0.05. Based on the results of this study, it can be concluded that there is an effect on the application of video media to learning activities but does not affect learning outcomes, learning activities and learning outcomes.
Snake and Ladder Game to Improve Students' Mastery of Arabic Vocabulary: Media Ular Tangga untuk Meningkatkan Penguasaan Mufrodat Bahasa Arab Siswa Pulangsih, Wiku; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 3 (2025): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i3.904

Abstract

General background: Vocabulary mastery is a key element in learning Arabic, as it supports students’ overall language skills and comprehension. Specific background: In many schools, including SMP Muhammadiyah 6 Krian, Arabic vocabulary learning is still dominated by conventional media such as textbooks and whiteboards, which often fail to stimulate student interest. Knowledge gap: Limited research has explored the integration of traditional games as structured learning media for Arabic vocabulary at the junior high school level. Aims: This study aims to develop a snake and ladder game as a learning medium to improve students’ mastery of Arabic vocabulary (mufrodat). Results: Using the Borg and Gall R&D model (9 stages), data were collected via observation, interviews, and questionnaires. The media validation score was 84.4%, language validation 100%, and material validation 85.7%, all categorized as highly feasible. Student response reached 90.4%, also in the highly feasible category. Novelty: The study transforms a familiar traditional game into a structured, curriculum-based Arabic learning medium. Implications: This media can be an engaging alternative to foster active learning and motivation in Arabic classes. Highlights : Combines traditional games with curriculum-based Arabic learning Achieves high validation scores from experts and students Offers engaging media to support active vocabulary learning Keywords : Arabic Vocabulary, Snake and Ladder, Learning Media, Junior High School, R&D Model
Outing Class as a Strategy to Strengthen Merdeka Curriculum Implementation: Kegiatan Lapangan sebagai Strategi untuk Menguatkan Pelaksanaan Kurikulum Merdeka Nailirrohmah; Arifin, Moch. Bahak Udin By
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.979

Abstract

Background: The Merdeka Curriculum emphasizes flexible and contextual learning, yet limited interactive learning resources in several schools hinder its optimal implementation. Specific Background: SDN Candiharjo has applied Outing Class activities, but no empirical evidence has been documented regarding their contribution to curriculum effectiveness. Gap: Previous studies highlighted benefits of outdoor learning, but none assessed its direct role in strengthening the Merdeka Curriculum within this specific school context. Aim: This study examines the effectiveness of Outing Class in supporting the Merdeka Curriculum and evaluates its contribution to students’ learning outcomes. Results: Using a sequential explanatory mixed-method design, the study shows a significant improvement in students’ scores, with the average increasing from 59.16 to 78.57, and the minimum score rising from 36 to 76. Observations and interviews confirm enhanced engagement, contextual understanding, and social interaction. Novelty: This study provides the first empirical evidence of Outing Class implementation in SDN Candiharjo within the IPAS subject, focusing on the integration of local cultural sites as learning resources. Implication: Findings support the integration of contextual outdoor learning as a practical strategy for strengthening the application of the Merdeka Curriculum in elementary schools. Highlights:• Significant learning improvement after Outing Class• Integration of local culture for contextual learning• Strengthened implementation of Merdeka Curriculum Keywords: Merdeka Curriculum, Outing Class, Contextual Learning, Elementary School, Learning Outcomes